\include{../style}

\begin{document}

\section{Goblin Attack!}

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\newpage

\flavor{Terrain Features}{
\label{terrain-features}
The PCs are traveling through the foothills of the western edge of the Spine of Iron south of the Dwarven homeland. This region traps a modicum of water, and thus supports some growth. Patches of hardy desert scrub and succulents, as well as some squat, gnarled trees and dense growth, pepper the sandy soil and sandstone bluffs.

{\bf Low Scrub:} A moderately thick tangle of scrub brush, cacti, and grasses that snag limbs and clothes to make movement difficult. Counts as difficult terrain that costs one additional movement point per square, and provides partial cover against ranged attacks to small or prone creatures.

{\bf High Scrub:} Squat, twisted trees and large scrub brush that provide a formidable barrier. This is generally impassible terrain that blocks line of sight, but a character that succeeds in a DC~20 Nature check may treat it as difficult terrain costing two additional movement points per square and providing superior cover.

{\bf Embankments:} A three to six foot tall embankment of stones, loose rock, and dirt that is very difficult to traverse. Creatures at the top of the embankment have partial cover against ranged attacks made from the base. Creatures can ascend the embankment with a DC~18 Acrobatics or Athletics check, or descend with a DC~13 check. Moving in this way costs two additional movement points, and failure results in the creature falling prone at the base of the bluff and taking 1d6 damage.
}

\newpage 

\includegraphics[angle=90,width=\linewidth]{../images/template.jpg}

\subsection{Ambush on the Road}
\encounterlabel{encounter-ambush} {Encounter, Level 1, 500xp}

\subsubsection{Setup}

As the PCs travel west, their caravan turns a blind corner and runs into a blockage in the road. Before the PCs have a chance to investigate, goblins emerge from the woodlands, prepared to attack!

\encounter{
2 Goblin Warriors (W)\\
2 Goblin Sharpshooters (S)\\
4 Goblin Cutters (C)\\
}

\subsubsection{Tactics}

The encounter begins with a surprise round when the warrior and cutters emerge from hiding. Characters that succeed in a DC 15 Perception check are not surprised. During the first full turn, the sharpshooters attack from hiding. Characters that succeed in a DC 22 Perception check do not grant combat advantage to the sharpshooters.

After the initial surprise round, the cutters will attempt to engage the PCs on the ground and tie them up. The warrior and sharpshooters will target weak-looking PCs, and the warrior engage in melee to fill in gaps in the cutters' line. When the cutters are killed, the rest of the goblins will attempt to flee.

In a felis nibh. Nam odio est, ultrices in laoreet in, scelerisque placerat quam. Nulla est sem, molestie in auctor eget, pretium sed nibh.

\newpage

\monster{Goblin Cutter}{Minion}{
  \moninit{+3}
  \monhp{1}{-}
  \mondefense{16}{12}{14}{11}
  \monspeed{6}
  \monsense{Perception +1; low-light vision}
  \monskill{Stealth +5, Thievery +5}
  \monattack{M}{Short Sword}{standard; at-will}{Weapon}
  {+5 vs. AC; 4 damage (5 with CA)}
  \monability{Goblin Tactics}{(immediate reaction; when missed by a melee
  attack)}{Shifts one square}
  \monequip{leather armor, short sword}
}

\monster{Goblin Warrior}{Skirmisher}{
  \moninit{+5}
  \monhp{29}{14}
  \mondefense{17}{13}{15}{12}
  \monspeed{6}
  \monsense{Perception +1; low-light vision}
  \monskill{Stealth +10, Thievery +10}
  \monattack{M}{Spear}{standard; at-will}{Weapon}
  {+6 vs. AC; 1d8+2 damage.}
  \monattack{R}{Javelin}{standard; at-will}{Weapon}
  {Range 10/20; +6 vs. AC; 1d6+2 damage.}
  \monability{Mobile Ranged Attack}{}
  {Can make a ranged attack in the middle of a move without
  provoking opportunity attacks}
  \monability{Great Position}{}
  {Deals extra 1d6 on ranged attacks if moved 4 squares}
  \monability{Goblin Tactics}{(immediate reaction; when missed by a melee
  attack)}{Shifts one square}
  \monequip{leather armor, spear, 5 javelins}
}

\monster{Goblin Sharpshooter}{Artillery}{
  \moninit{+5}
  \monhp{31}{15}
  \mondefense{16}{12}{14}{11}
  \monspeed{6}
  \monsense{Perception +2; low-light vision}
  \monskill{Stealth +12, Thievery +12}
  \monattack{M}{Short Sword}{standard; at-will}{Weapon}
  {+6 vs. AC; 1d6+2 damage.}
  \monattack{R}{Sling}{standard; at-will}{Weapon}
  {Range 10/20; +9 vs. AC; 1d6+4 damage.}
  \monability{Sniper}{}
  {Still considered hiding if a ranged attack from hiding misses}
  \monability{Combat Advantage}{}
  {Deals 1d6 extra damage with CA}
  \monability{Goblin Tactics}{(immediate reaction; when missed by a melee
  attack)}{Shifts one square}
  \monequip{leather armor, short sword, sling}
}

\subsection{Those Less Fortunate}
\encounterlabel{encounter-a2-aid} {Skill Challenge, Level 1, 250xp}

\subsubsection{Setup}

Earlier today, the goblins in Encounter~A1 ambushed a pair of travelers--a husband and his young wife--along the same road. They looted the bodies and drug them up into the scrub, but the woman is not completely dead. If the PCs search the area, they may find evidence of the earlier struggle, and may possibly save one of the victims.

The travelers were actually fleeing the town because of the recent cooperation between Djedfor and the hobgoblin visitors. The man, a trapper and forager in the town, witnessed a meeting between the head priest's men and the hobgoblins. Afraid for the safety of his new wife in the aftermath of whatever alliance had been forged, he fled the town with her the next morning. Tragically, he fled right into this ambush.

Unfortunately for the PCs, he didn't tell his wife any of this. If they rescue her, all she will know is that her husband was afraid and that they were leaving. This challenge is only meant to provide foreshadowing of the dangers to come, and convey a vague feeling of unease.

\subsubsection{Phase I: Find the bodies}

The PCs must find signs of the previous ambush by inspecting the area. This will eventually lead them to the bodies hidden in the scrub.

{\bf Reward:} {\em 75xp.} Find the two ambushed travelers.

{\bf Complexity:} 3 successes before 2 failure

{\bf Primary skills:} Dungeoneering, Nature, Perception

{\em Nature (DC~10, limit~2):} You inspect the plants and earth in the area, and find tell tail signs of battle and heavy, awkward objects being carried away.

{\em Perception (DC~12, limit~2):} You look for signs of a struggle on the road, and you notice broken branches and scuffs marks indicating a previous ambush.

{\em DC~14 Dungeoneering (limit 1):}  You draw upon your knowledge of goblins. You to remember that they like to reuse ambush points a few times before they abandon them. In a felis nibh. Nam odio est, ultrices in laoreet in.

\subsubsection{Phase II: Revive the living victim}

Rescue and soothe the grievously injured woman. She will be difficult to keep alive, and PCs might not realize she is alive until they move the bodies.

{\bf Reward:} {\em 75xp.} Realize that the woman was wounded and bring her back from the brink of death.

{\bf Complexity:} 3 successes before 2 failures

{\bf Primary skills:} Healing, Athletics, Perception

{\bf Special:} Once during the challenge, a PC with a healing ability remaining from the previous combat can use it to gain an automatic success. This counts towards the healing skill limit.

{\em Athletics (DC~8, limit 1):} You move the bodies around, either to inspect them, or bring them back to the cart (given the Naftu obsession with burial, the later is quite likely). If you are successful in moving them, you hear a shallow moan escape the woman, and realize she may be alive.

{\em Healing (DC~12, limit 2):} You attempt to clean and treat the woman's wounds, helping to stabilize her condition. She is not sturdy folk, and her injuries are severe, so she may require additional attention. Success brings her closer to consciousness.

{\em Perception (DC~12, limit 1):} You scan the bodies for signs of life. If you are successful, you notice that shallow movement in the woman's chest suggests she might be breathing.

\subsubsection{Phase III. Soothe the victim}

Now that the woman is stabilized, you will have to soothe her to get anything useful out of her.

{\bf Reward:} {\em 100xp.}  Knowledge that the man was fleeing Hammi's Forge, and was afraid to go to the authorities.

{\bf Complexity:} 4 successes before 2 failures

{\bf Primary skills:} Insight, Diplomacy

{\em Diplomacy (DC~10, limit 2):}  You comfort the woman with gentle words and assurances, and becomes more calm.

{\em Insight (DC~12, limit 2):}  You look into the woman's heart and put yourself in touch with her pain, and she softens in your hands.

{\em Intimidate (DC~16, limit 1):} You berate, threaten, and cajole her. She is meek and is used to being bossed around, and the gamble may pay off. However, a failed roll will further traumatize her, ending the challenge.

\flavor{Bodies in the Brush}{
Your keen eyes lead you up a shallow embankment, and towards a thick stand of
sage brush. Pushing the foliage away, you see two human bodies, battered and
covered with still-fresh blood. A young man and a woman, with the small frames
and tattoos indicative of the primitives that live beyond the edges of the Empire,
must have been hidden here earlier in the day by the Goblins. You call to your
companions for help moving the bodies to the cart...}

\end{document}